week04-2
右手座標系統, 把手掌從x掃到y時, 由姆指的方向決定z軸的方向
右手姆指當旋轉軸, 再看你的其餘4指是往哪個方向轉
#include <GL/glut.h>
float angle = 0; ///step02-1 宣告global全域變數 angle
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///背景
glPushMatrix(); ///矩陣
glRotatef(angle, 0, 1, 0); ///角度
glutSolidTeapot( 0.3 );
glPopMatrix(); ///還原矩陣
glutSwapBuffers();
angle++; ///把角度++
}
int main(int argc, char* argv[] )
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week04");
glutDisplayFunc(display);
glutIdleFunc(display); ///step02-1 有空idle時,就重畫畫面
glutMainLoop();
}
加上打光的效果
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
week04-6
glClearColor(1,1,1,1); ///Step02-3 用來清背景的色彩 R,G,B,A
///(目前GLUT_RGB不會用到 A)
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景
glPushMatrix(); ///step02-1 備份矩陣
glRotatef(angle, 0, 1, 0); ///step02-1 旋轉 angle 角度
glColor3f(1,1,0); ///step02-3 加點色彩
glutSolidTeapot( 0.3 );
glPopMatrix(); ///step02-1 還原矩陣
glutSwapBuffers();
angle++; ///step02-1 把角度++
'''cpp
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void myLight(){
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
}
float angle = 0;
void display()
{
glClearColor(1,1,1,1); ///Step02-3 用來清背景的色彩 R,G,B,A
///(目前GLUT_RGB不會用到 A)
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ///清背景
glPushMatrix(); ///step02-1 備份矩陣
glRotatef(angle, 0, 1, 0); ///step02-1 旋轉 angle 角度
glColor3f(1,1,0); ///step02-3 加點色彩
glutSolidTeapot( 0.3 );
glPopMatrix(); ///step02-1 還原矩陣
glutSwapBuffers();
angle++; ///step02-1 把角度++
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutIdleFunc(display);
myLight();
glutMainLoop();
}
week04-7
紅字上下顛倒 旋轉方式不同
#include <GL/glut.h>
float angle = 0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.6,0,0);
glRotatef(angle,0,1,0);
glutSolidTeapot(0.3);
glColor3f(1,1,0);
glPopMatrix();
glPushMatrix();
glRotatef(angle,0,1,0);
glTranslatef(0.6,0,0);
glutSolidTeapot(0.3);
glColor3f(1,0,0);
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
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